The Sanglant Vault
In a forgotten corner of the subterranean world lies the Sanglant Vault, a remnant of an ancient civilization that once revered memory and emotion as divine gifts. Here, emotions are etched into the stone walls, radiating a vibrant energy that distorts reality. Guided by the memory of a long-lost sorceress who fell from grace, the vault has become a sanctuary for forgotten beings, both living and spectral, ensuring that her stories never fade from history. The relentless echoes of yearning, regret, and longing can be felt in every chamber, creating an atmosphere thick with anticipation and danger. Adventurers who seek the treasures of the Sanglant Vault will encounter not only its guardians but the lingering remnants of the sorceress's forsaken dreams.
Room 1: Entrance Hall
Broad pillars support a vaulted ceiling where frescoes of radiant figures in states of ecstasy and despair glow faintly. Dust clouds the air, and a low, thrumming hum vibrates through the bones of any who enter. The sound plays tricks on the ear; faint whispers of forgotten names ride the vibrations.
- Hazard: Save vs. Spells or suffer lethargy (-1 to all rolls) until leaving.
- Monsters: 1 Shadow (Mv 30'/90', AC 2, HD 2+2***, Att 1 enervating touch 8+, Dmg 1d4 and enervation, Save F2, Morale +4)
- Shadows deal enervation: successful attacks reduce maximum HP. Only ritual magic can undo death by enervation.
- Treasure: None.
Room 2: Chamber of Lament
A great, cracked mirror covers one wall, reflecting not faces but visions of personal failure and regret. The moans of the lost echo faintly in the room.
- Trap: Phantasm Mirror — Save vs. Spells or suffer 1d6 psychic damage.
- Treasure: Sigil of Remembrance (+1 on a save vs. charm or fear spells and effects).
Room 3: The Hall of Comfort
Rich cushions and thick woven carpets soften the floor, creating an illusion of warmth and safety. All sound seems to vanish within the room's heavy silence.
- NPC Party: 2d4 Emotion Seekers (Bandits: Mv 60'/20', AC 2, HD 1d8, Att 1 weapon 10+, Dmg by weapon, Save F0, Morale 0).
- Treasure: Each carries 1d6gp in mixed coin and 25% carry a 10-50gp gem (tearstones).
Room 4: The Library of Lost Memories
Rows of crystalline shelves stretch high into the darkness, housing living tomes. Colors flicker along the spines and whispers drift in the air.
- Monsters: 1d4 Skeletons (Mv 60'/20', AC 2, HD 1, Att 1 weapon 10+, Dmg by weapon, Save F0, Morale +2)
- Treasure: Tome of Shifting Echoes (contains three 1st-level spells; one can be cast per day without components).
Room 5: Weeping Grotto
Water weeps down the walls, pooling into luminous puddles that shimmer and distort reflections.
- Trap: Hidden Geysers — Save vs. Blast or be knocked prone and take 1d6 burning damage.
- Treasure: Tear of the Vaulted Dream (vial of luminous liquid; slowly changes color); contains 2d3 doses.
- Value: 400gp
- Effect: Insight of Dreams
- When consumed, the Tear grants the user one of the following effects (random upon drinking):Foresight: Gain advantage on any Divination, Prophecy, or Soothsaying proficiency throw made within the next 8 hours.Wisdom from Beyond: Saving throws against illusion, charm, or fear effect is made at +2 bonus.Glimpse of Destiny: Once within the next 8 hours, the character may reroll any one throw (attack throw, saving throw, proficiency throw, or ability check) and choose the better result.
- Duration: Effects last 8 hours or until expended.
Room 6: Antechamber of Errant Hearts
Oil portraits of tragic lovers line the c
hamber. Their mournful eyes seem to follow all who pass.
- Hazard: Emotional Distress — Save vs. Spells or suffer 1d4 psychic damage.
- Treasure: Locket of the Gentle Heart (allows Calm Emotions to be cast twice per day).
Room 7: The Embrace of Remembrance
Heavy mist cloaks this chamber, carrying disembodied laughter. Shadows dance just out of sight.
- Monsters: 1d3 Haunts (Mv 90'/30', AC 4, HD 1+1, Att 1 chill touch 9+, Dmg 1d6 + fear, Save F1, Morale +1)
- Victims struck must Save vs. Spells or be affected by fear.
- Treasure: Music Box of Hope's Lullaby (grants +2 bonus vs. fear saves when played, once per day).
Room 8: Hall of Forgotten Griefs
Maze-like passages twist unpredictably. The walls weep and shimmer, confusing the senses.
- Trap: Maze of Illusions — Save vs. Spells or wander aimlessly for 1d6 turns.
- Treasure: Staff of Silent Sorrows (allows Silent Image to be cast once per day).
Room 9: Abyss of Lost Aspirations
A vast pit yawns in the center, from which lost hopes echo. Near the edge floats the undead Sorceress.
- Monsters: Zombie Sorceress (Mv 60'/20', AC 3, HD 2, Att 1 slam 10+, Dmg 1d6, Save F1, Morale +1)
- May project a minor illusion once per turn (visual only, Save vs. Spells negates).
- Treasure: Cloak of the Gentle Descent (once per day, wearer may Feather Fall).
Room 10: Final Resting Place
A cold, circular crypt housing an ornate sarcophagus, lit by flickering blue witchlights.
- Treasure: Heart of Memories (wondrous single-use relic_
- Value: 1,500gp
- Effect: As "Repair Disfigurement and Disability" spell but no level requirement.
Conclusion
The Sanglant Vault stands as a nexus of emotional power, weaving together themes of longing, regret, and resilience. Judges may expand the vault, link it to other dream or spirit realms, or tie its fate to a broader struggle involving memory, legacy, and sacrifice. The shifting nature of emotions ensures the Vault remains an ever-changing and haunting part of any campaign world.